forked from Misaki/GhostEngine
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`. Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`. Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`. Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`. Added new `Color32` and `Color128` structs for color representation in `Color.cs`. Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files. Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`. Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation. Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`. Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects. Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs. Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures. Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods. Refactored the `AppStateMachine` class to use private fields instead of static fields for state management. Refactored the `ComponentDataView` class to use the new namespace and improve organization. Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones. Made various adjustments to ensure consistency and improve code quality across multiple files.
74 lines
1.7 KiB
C#
74 lines
1.7 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.Contracts;
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using System.Runtime.CompilerServices;
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using Win32;
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using Win32.Graphics.Direct3D12;
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namespace Ghost.Graphics.D3D12;
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public unsafe class D3D12Resource : IResource
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{
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private ComPtr<ID3D12Resource> _nativeResource
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{
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get;
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set;
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}
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private string _name = string.Empty;
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internal ConstPtr<ID3D12Resource> NativeResource => new(_nativeResource.Get());
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public ulong GPUAddress => _nativeResource.Get()->GetGPUVirtualAddress();
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public string Name
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{
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get => _name;
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set
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{
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_name = value;
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_nativeResource.Get()->SetName(_name);
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}
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}
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public bool TempResource
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{
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get;
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}
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internal D3D12Resource(ComPtr<ID3D12Resource> nativeResource, bool temp)
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{
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_nativeResource = nativeResource;
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TempResource = temp;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetData<T>(Span<T> data)
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where T : unmanaged
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{
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var size = (uint)(data.Length * sizeof(T));
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var range = new Win32.Graphics.Direct3D12.Range(0, size);
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fixed (T* ptr = data)
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{
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var hr = _nativeResource.Get()->Map(0, &range, (void**)&ptr);
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if (hr.Failure)
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{
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var message = hr.ToString();
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throw new InvalidOperationException($"Failed to map resource: {message}");
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}
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_nativeResource.Get()->Unmap(0, &range);
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}
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}
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internal void DisposeInternal()
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{
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var c = _nativeResource.Reset();
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}
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public void Dispose()
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{
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if (!TempResource)
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{
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DisposeInternal();
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}
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}
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} |